I think I'll use: Black Pepper peppercorn,
The black part refers to how it is processed, it is not a plant type.
Salt from the sea, probably should only be from the sea and everyone else has to import it. If I recall correctly mined salts are usually not safe to eat without further purification.
Cocktail bar: the problem I have with this is that it would mean there would be
three different building that produce drink. At this point your just adding workshops to add workshops. None of the buildings have enough reactions to be cluttered; things can be combined and simplified. Suggest merging the culinary kitchen and cocktail bar at a minimum.
Fletcher: only if you remove/replace bower, otherwise just add the reactions to the bower it only has 2 I think.
Precision toolmaker: Should probably use brass for the steamwork stuff, unless it is too uncommon. I noticed there didn't seem to be much use for it as is, and it is a good metal for such things. Not that the armor should be brass armor, just the fiddly bits you need to make the armor.
Trade Stalls: Should not offer things you can also get from traders in bulk. I see no need to offer steel goods when you have metric tons of that from humans and dwarfs already, plus stealoak and bloodsteel. Make them unique. Offer things like orichalcum(had a guy want these for a strange mood), welded metals armor and weapons, plaster powder(I request this from traders every time and cannot keep it in stock), gypsum(start to run out with a large military), black powder pouches, dynamite, flux in large crates (using animals->bonemeal can be rough on fps), fossils, food and drink at a high price (for emergency supplies), masterwork books on critical skills like medical skills (yes these are not terribly difficult to make, but that isn't much of a comfort when you are up to your eyeballs in shit and severed buttocks), shells (for moods and leather), and other random things you might just want one or two of right now for a mood (maybe a mood goods crate?).
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Other suggestions (mostly based of off 3c)
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There needs to be a page in the manual on the various goods and stockpile settings for them. So I'm not sitting here going, "Is paper a bar? It looks like a bar so a bar of library supplies maybe? No that doesn't work. HEY! You come back here with that ink, I was using that! If you don't put that god damn bin down and stop canceling his job I'm going to sell your sorry ass to the elves."
The only documentation for this, where any exist is in old change logs and crap like that.
I have not yet looking into how stockpiles work the raws so maybe I will have better suggestions once I do so.
No use for volcanic bars (from melting stuff down) and (related) no volcanic ammo, trap components, or list for volcanic in the military equipment screens. Obsidian is infinite, and by relation so is slade, mithril clad elves are infinite, steel clad humans are infinite, I see no reason I shouldn't be able to make traps or ammo out of volcanic if I want to. The best, and by no means perfect, solution I can think of is to have the great magma forge produce bars (multiple reactions producing varying amount of bars) and then craft them into armor or whatever normally.
Runes just for mage staffs, volcanic for fire mages, bifrost for ice mages, ect. Just things out of rarish stuff that can boost the mages a bit, make it take like a 10 bars or something, but do something to help them.
Is it this that makes it so an attack of some type happens every time a caravan comes, or is that vanilla? If this, please for the love of all that is holy can this be randomized a bit. Ambushes are not very ambushy when you know exactly which day they will show up. And seriously guy, I think after the first ten ambush messages the element of surprise is well and truly lost, just fraking die already and stop pausing my game. /rant
Is there anyway to make lifemancers, or whatever the hell they are called now, not resurrect the massacred dwarven caravans? I have the pop limit set to 200, the child limit set to 0, and I have 300 dwarfs. Not to mention it is bugging the crap of my fort with all of the ghost of the caravan guards who have been buried but wont go away seemingly related to either the lifemancer or the armok's wards.
I'm getting some odd things from butchering some stuff with simply meat turn on. i.e. giant drow spiders give pancreatic tissue, and beak dogs(at least I think it is them) give gizzard stones made out of random stone, like native gold gizzard stone.
Seems to be a weird thing going on with the exploding catapult ammo and the siege plugin. Using vanilla rocks I tend to come close to, or actually hit my target every time (using masterwork catapults and dwarfs with 8+ siege operation); using exploding catapult ammo it seem to overshoot every single time by about the same amount. Is it expecting a different density or something? Something is off.
No stockpiles for burning/exploding ammo/siege ammo/boulders. (Will dwarfs ever pick up bolts, ect if they are not in a stockpile?)
Please shorten the names of some of the creature to make them easier to type when using the zone plugin.
Typing "zone assign all own race RHENAYAS_DROW_SPIDER_GIANT" is a pain in the ass.
Bone armor ->bonemeal reaction. A use for the bone armor from raiding kobols.
Can upgrade rams, can trade for rams, cannot make rams.
Disclaimer: It is late some or all of the above may be incomprehensible.